Commanding Addon To The Ns "guide"
incinarator
Join Date: 2003-06-16 Member: 17418Awaiting Authorization
<div class="IPBDescription">Commading Tips</div> Since Commanding is a BIG part in NS, i wanted to add my comments with Silvers about the subject to help out any one with strats, how to use your marines, and even to managing the res flow.
Here are some things you should consider before commanding...
First: Before you even start to command you MUST know how the game works, just by playing or even fallowing the commanders orders in a game will help out tremendously.
Second: Memorize or get a feel for what the aliens are going to do next, for example, in the start of the game you should know know what res the gorgs will cap from there hive. ( you can find the hive by listening for the res node ) Or maybe even at the 4-5 minute mark have phases to block the next hive. You can easly get a sence for what they will do if you just practice.
Third: Also get a feel for knowing the commander hot keys and over view once in the chair. You will be able to drop meds/ammo faster then you ever thought, and see how the game progress more clearly with the over view.
Strategies, Marines, and Res Flow.
When a basic marine game starts, one person will jump into the command chair, others stay at base, then the rest move out to cap/kill nodes. Once in the chair your basic structures are an IP, Armory, Arms Lab, and Res Towers. Do this in that order so your other guys can move out faster to get nodes. Once base is complete DO NOT DROP A TURRET FACTORY!!! If you want to win a TF is not going to give you complete protection for your base/nodes, and is a waste of res. By this time a minute or two has gone by and your marines are out and about capping res nodes and killing theirs. Make sure you have maries all over the map. Skulks can kill res very quickly so make sure your guys are checking the nodes even if you have them. When you have established nodes and things are going smothly you now have a choise to put more pressure on to the aliens or keep your guys back to protect your nodes. For me once you are certain your marines are doing well and killing skulks its best to put pressure for this can ensure the game or of taking down nodes/chambers. If you are not certain of what to do keep your nodes alive and keep tecing up. ( silver has explantions of the buildings in his post what does what ) Electrifying nodes is probilly not the best idea for holding, for it costs to much and DOESN'T ensure you will keep them. While all of this is happening ALWAYS respond to your ammo/meds calls. When you do the chance is greater for your marines to live, then emphasise on the alien pressure. Phase gates are very nice in holding areas any where on the map. If you have control of the map a phase close to their hive is very effective. Put it at a place where you can seig and keep a close eye on the phase. With other weapons like a shot gun or hmg, hand out wisely. If you have 10 or 20 extra res it not bad to hand out some in mid game or before they have fades, but when they do have fades make sure every group has at least one SG or HMG, this will stop the fades dramatically. If the talbes have turnd and you lose your phase at a hive and nodes start to fall, make sure you recap instantly and get a phase up at a location close but not in the hive they took over. This time use mines around the phase to protect it from skulks and maybe fades. With res flow always make sure you have nodes to fall back on. Now im not saying dont use any res just make sure you can cap another and another which will get you back into the game. For a Tec Strat, this is how it should look....
IP>Armory>Arms Lab>Armor One>Res
Arms Lab>Wep one>wep two>
Obs>Phase Gates
Adv Armory>HMGs/Nades
Arms Lab>wep 3
Res any time you need
If things have gone smothly by the time you have this the game should be close to over, but if wanting to continue...
Obs>Motion
Proto>Jps/HA
Arms Lab>armor 2>armor 3
Res
Arms Lab>cat packs
Armory>hand nades
You dont have to make it in this order, play around with what you thing is "good" or going to work for you.
This is a basic view of what you can do as a commander in NS... I know there is many other things to consider but it can go to indepth and its best to take it step by step. I have learned all of this by hours of practice and competitions in the CAL-NS league.
If you have any questions you can always pm me on IRC as "incinarator"
Pugs are another good way to learn commanding if needed.
<!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->
GL/HF
Here are some things you should consider before commanding...
First: Before you even start to command you MUST know how the game works, just by playing or even fallowing the commanders orders in a game will help out tremendously.
Second: Memorize or get a feel for what the aliens are going to do next, for example, in the start of the game you should know know what res the gorgs will cap from there hive. ( you can find the hive by listening for the res node ) Or maybe even at the 4-5 minute mark have phases to block the next hive. You can easly get a sence for what they will do if you just practice.
Third: Also get a feel for knowing the commander hot keys and over view once in the chair. You will be able to drop meds/ammo faster then you ever thought, and see how the game progress more clearly with the over view.
Strategies, Marines, and Res Flow.
When a basic marine game starts, one person will jump into the command chair, others stay at base, then the rest move out to cap/kill nodes. Once in the chair your basic structures are an IP, Armory, Arms Lab, and Res Towers. Do this in that order so your other guys can move out faster to get nodes. Once base is complete DO NOT DROP A TURRET FACTORY!!! If you want to win a TF is not going to give you complete protection for your base/nodes, and is a waste of res. By this time a minute or two has gone by and your marines are out and about capping res nodes and killing theirs. Make sure you have maries all over the map. Skulks can kill res very quickly so make sure your guys are checking the nodes even if you have them. When you have established nodes and things are going smothly you now have a choise to put more pressure on to the aliens or keep your guys back to protect your nodes. For me once you are certain your marines are doing well and killing skulks its best to put pressure for this can ensure the game or of taking down nodes/chambers. If you are not certain of what to do keep your nodes alive and keep tecing up. ( silver has explantions of the buildings in his post what does what ) Electrifying nodes is probilly not the best idea for holding, for it costs to much and DOESN'T ensure you will keep them. While all of this is happening ALWAYS respond to your ammo/meds calls. When you do the chance is greater for your marines to live, then emphasise on the alien pressure. Phase gates are very nice in holding areas any where on the map. If you have control of the map a phase close to their hive is very effective. Put it at a place where you can seig and keep a close eye on the phase. With other weapons like a shot gun or hmg, hand out wisely. If you have 10 or 20 extra res it not bad to hand out some in mid game or before they have fades, but when they do have fades make sure every group has at least one SG or HMG, this will stop the fades dramatically. If the talbes have turnd and you lose your phase at a hive and nodes start to fall, make sure you recap instantly and get a phase up at a location close but not in the hive they took over. This time use mines around the phase to protect it from skulks and maybe fades. With res flow always make sure you have nodes to fall back on. Now im not saying dont use any res just make sure you can cap another and another which will get you back into the game. For a Tec Strat, this is how it should look....
IP>Armory>Arms Lab>Armor One>Res
Arms Lab>Wep one>wep two>
Obs>Phase Gates
Adv Armory>HMGs/Nades
Arms Lab>wep 3
Res any time you need
If things have gone smothly by the time you have this the game should be close to over, but if wanting to continue...
Obs>Motion
Proto>Jps/HA
Arms Lab>armor 2>armor 3
Res
Arms Lab>cat packs
Armory>hand nades
You dont have to make it in this order, play around with what you thing is "good" or going to work for you.
This is a basic view of what you can do as a commander in NS... I know there is many other things to consider but it can go to indepth and its best to take it step by step. I have learned all of this by hours of practice and competitions in the CAL-NS league.
If you have any questions you can always pm me on IRC as "incinarator"
Pugs are another good way to learn commanding if needed.
<!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->
GL/HF
Comments
sometimes <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
Yes, becuase a game lingering for thirty minutes when already know that we lost is the most joygasmic experience ever.
Hop in that com chair and don't be afraid to try new things.
If things don't work one game, they might the next, don't get discouraged.
Practice makes perfect.
And use the voice com, its a comanders best friend.
There's this "jump" key (default space, right?). That directly goes to the next event (ie marine is under attack, res nodes under attack, research complete). I dont really get how this works...Because if i do this, i often find it skips events that fast, that it goes by that marine needing ammo in 0.2 second. Is the jump key really an important "skill", or does minimap scrolling over marines in danger to apply meds work just as well? Ive watched demos of CAL matches and i think the comms there use it...
for meds and ammo you can just click on the left side of your screen and it goes to the person that called for it.
with looking around the map i use t he mini map with my mouse for you can get to places faster and have more control.
with upgrades i have them hotkeyed to a "squad" so you can just hit the #1 and it goes to the arms,armory or what ever its set to. this helps out alot in fast upgrades. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Also since I can comm even if I do suck for the votes if you are going to boot some one from the comm chair be sure the guy who is going to comm is in the base. I saw they had started a vote and then I was kicked and it was a good 2 minutes before some one else commed. That did worse to kick me than it would have to let me stay. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Make your way on the server
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